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Basic Store Plugin - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Plugins (https://forum.cuberite.org/forum-1.html) +--- Forum: Plugin Releases (https://forum.cuberite.org/forum-2.html) +--- Thread: Basic Store Plugin (/thread-35.html) Pages:
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Basic Store Plugin - codename_B - 02-28-2011 Here's the store plugin I've been working on, I finally got the ini file writing to work. The basics - credits are earned by mining, one credit per block mined, doesn't matter the type. When a method to detect playerkills is added, I will be adding in 100 credits for killing a player and losing 100 credits for being killed. When mobs and monsters are implemented, I will be adding a credit value system to that too ![]() You can buy: 64 torches - 64 credits wood shovel, axe, pickaxe, sword - 0 credits (new players joining the server automatically get access to basic tools) stone shovel, axe, pickaxe, sword - 100 credits iron shovel, axe, pickaxe, sword - 500 credits gold shovel, axe, pickaxe, sword - 800 credits diamond shovel, axe, pickaxe, sword - 1000 credits This is easily expandable to include other items as I've added a fairly easy to expand store api with a function to check and see if I player can afford an item ![]() Filename:Kit.lua PHP Code: local KitPlugin = {}
KitPlugin.__index = KitPlugin
function KitPlugin:new()
local t = {}
setmetatable(t, KitPlugin)
local w = Lua__cPlugin:new()
tolua.setpeer(w, t)
w:tolua__set_instance(w)
return w
end
function KitPlugin:Initialize()
self:AddCommand("/store", " - tells you what's currently for sale and how many credits you have.", "Kit.lua")
self:BindCommand("/store", PricesCommand)
self:BindCommand("/buywoodkit", BuyWoodKit)
self:BindCommand("/buystonekit", BuyStoneKit)
self:BindCommand("/buyironkit", BuyIronKit)
self:BindCommand("/buygoldkit", BuyGoldKit)
self:BindCommand("/buydiamondkit", BuyDiamondKit)
self:BindCommand("/buytorches", Buy64Torches)
PluginManager = cRoot:Get():GetPluginManager()
PluginManager:AddHook( self, cPluginManager.E_PLUGIN_BLOCK_DIG )
return true
end
function KitPlugin:OnBlockDig( PacketData, Player )
local PlayerName = Player:GetName()
local World = cRoot:Get():GetWorld()
local X = PacketData.m_PosX
local Y = PacketData.m_PosY
local Z = PacketData.m_PosZ
-- status 0 = started digging; 2 = block broken
if(PacketData.m_Status == 2) then
local IniFile = cIniFile("score.ini")
if ( IniFile:ReadFile() == true ) then
PlayerScore = IniFile:GetValueI(PlayerName, "score" )
NewScore = PlayerScore+1
IniFile:DeleteKey(PlayerName)
IniFile:WriteFile()
IniFile:AddKeyName(PlayerName)
IniFile:SetValueI(PlayerName, "score", NewScore)
IniFile:WriteFile()
Log(NewScore);
end
end
return false
end
function CanAfford(money, Player)
local PlayerName = Player:GetName()
local IniFile = cIniFile("score.ini")
if ( IniFile:ReadFile() == true ) then
PlayerScore = IniFile:GetValueI(PlayerName, "score" )
Log(PlayerScore);
if(PlayerScore>=money) then
if(money>0) then
NewScore = PlayerScore-money
Log("Sold item");
else
NewScore = PlayerScore
Log("Gave away freebie");
end
IniFile:DeleteKey(PlayerName)
IniFile:WriteFile()
IniFile:SetValueI(PlayerName, "score", NewScore)
IniFile:WriteFile()
Log(NewScore);
end
return true
else
return false
end
end
-- store values --
function BuyWoodKit(Split, Player)
Server = cRoot:Get():GetServer()
if(CanAfford(0, Player)) then
Server:SendMessage(cChatColor.Red .. "The wood kit has been added to your inventory")
Player:GetInventory():AddItem( cItem( 268, 1 ) )
Player:GetInventory():AddItem( cItem( 269, 1 ) )
Player:GetInventory():AddItem( cItem( 270, 1 ) )
Player:GetInventory():AddItem( cItem( 271, 1 ) )
else
Server:SendMessage(cChatColor.Red .. "You cannot afford the wood kit!")
end
return true
end
function BuyStoneKit(Split, Player)
Server = cRoot:Get():GetServer()
if(CanAfford(100, Player)) then
Server:SendMessage(cChatColor.Red .. "The stone kit has been added to your inventory")
Player:GetInventory():AddItem( cItem( 272, 1 ) )
Player:GetInventory():AddItem( cItem( 273, 1 ) )
Player:GetInventory():AddItem( cItem( 274, 1 ) )
Player:GetInventory():AddItem( cItem( 275, 1 ) )
else
Server:SendMessage(cChatColor.Red .. "You cannot afford the iron kit!")
end
return true
end
function BuyIronKit(Split, Player)
Server = cRoot:Get():GetServer()
if(CanAfford(500, Player)) then
Server:SendMessage(cChatColor.Red .. "The iron kit has been added to your inventory")
Player:GetInventory():AddItem( cItem( 267, 1 ) )
Player:GetInventory():AddItem( cItem( 256, 1 ) )
Player:GetInventory():AddItem( cItem( 257, 1 ) )
Player:GetInventory():AddItem( cItem( 258, 1 ) )
else
Server:SendMessage(cChatColor.Red .. "You cannot afford the iron kit!")
end
return true
end
function BuyGoldKit(Split, Player)
Server = cRoot:Get():GetServer()
if(CanAfford(800, Player)) then
Server:SendMessage(cChatColor.Red .. "The gold kit has been added to your inventory")
Player:GetInventory():AddItem( cItem( 283, 1 ) )
Player:GetInventory():AddItem( cItem( 284, 1 ) )
Player:GetInventory():AddItem( cItem( 285, 1 ) )
Player:GetInventory():AddItem( cItem( 286, 1 ) )
else
Server:SendMessage(cChatColor.Red .. "You cannot afford the gold kit!")
end
return true
end
function BuyDiamondKit(Split, Player)
Server = cRoot:Get():GetServer()
if(CanAfford(1000, Player)) then
Server:SendMessage(cChatColor.Red .. "The diamond kit has been added to your inventory")
Player:GetInventory():AddItem( cItem( 276, 1 ) )
Player:GetInventory():AddItem( cItem( 277, 1 ) )
Player:GetInventory():AddItem( cItem( 278, 1 ) )
Player:GetInventory():AddItem( cItem( 279, 1 ) )
else
Server:SendMessage(cChatColor.Red .. "You cannot afford the diamond kit!")
end
return true
end
function Buy64Torches(Split, Player)
Server = cRoot:Get():GetServer()
if(CanAfford(64, Player)) then
Server:SendMessage(cChatColor.Red .. "64 torches have been added to your inventory")
Player:GetInventory():AddItem( cItem( 50, 64 ) )
else
Server:SendMessage(cChatColor.Red .. "You cannot afford 64 torches!")
end
return true
end
-- end of store values --
function KitCommand1(Split, Player)
Player:GetInventory():AddItem( cItem( 283, 1 ) )
Player:GetInventory():AddItem( cItem( 284, 1 ) )
Player:GetInventory():AddItem( cItem( 285, 1 ) )
Player:GetInventory():AddItem( cItem( 286, 1 ) )
Player:GetInventory():AddItem( cItem( 314, 1 ) )
Player:GetInventory():AddItem( cItem( 315, 1 ) )
Player:GetInventory():AddItem( cItem( 316, 1 ) )
Player:GetInventory():AddItem( cItem( 317, 1 ) )
Server = cRoot:Get():GetServer()
Server:SendMessage(cChatColor.Red .. "Get your kit on!")
return true
end
function PricesCommand(Split, Player)
local PlayerName = Player:GetName()
Server = cRoot:Get():GetServer()
local IniFile = cIniFile("score.ini")
if ( IniFile:ReadFile() == true ) then
PlayerScore = IniFile:GetValueI(PlayerName, "score" )
Server:SendMessage(cChatColor.Green .. PlayerName)
Server:SendMessage(cChatColor.Green .. "You have earned "..PlayerScore.." credits.")
Server:SendMessage(cChatColor.Green .. "Keep mining to earn more!")
Server:SendMessage(cChatColor.Green .. "Buy 64 torches: 64 credits - use /buytorches")
Server:SendMessage(cChatColor.Green .. "Wood Kit: 0 credits - use /buywoodkit")
Server:SendMessage(cChatColor.Green .. "Stone Kit: 100 credits - use /buystonekit")
Server:SendMessage(cChatColor.Green .. "Iron Kit: 500 credits - use /buyironkit")
Server:SendMessage(cChatColor.Green .. "Gold Kit: 800 credits - use /buygoldkit")
Server:SendMessage(cChatColor.Green .. "Diamond Kit: 1000 credits - use /buydiamondkit")
end
return true
end
Plugin = KitPlugin:new()
cRoot:Get():GetPluginManager():AddPlugin( Plugin )
Before I forget, you can access the prices list by typing "/store" into the chat window. That should be all else you need
RE: Basic Store Plugin - Tim - 02-28-2011 Thats pretty cool im working on something similar for my rpg server, one thing that i would say though is that you're using commands for each itemset which bugs me, i dont know about anyone else im just wierd, but what im doing in mine is using Splitso like Code: function storecommand(Split, Player)
if(Split[2]=="buy") then
-- do stuff
end
end
RE: Basic Store Plugin - codename_B - 02-28-2011 I considered doing that, but then I'd have to add in a function to detect each type and serve accordingly, and in the end I worked out for what I was doing I would end up having to write more lines of code for that ![]() Thanks for the feedback though! RE: Basic Store Plugin - Tybor - 03-01-2011 For optimisation, you only need to IniFile:ReadFile() on plugin loading and IniFile:WriteFile() on server shutdown. Class IniFile itself is maintained in RAM. RE: Basic Store Plugin - FakeTruth - 03-01-2011 Yeah, if you create the cIniFile in a global scope (global variable) you only have to read it once. RE: Basic Store Plugin - codename_B - 03-01-2011 Ah thanks ![]() These things you learn as you go. RE: Basic Store Plugin - DrkCodeman - 06-14-2013 What am I doing wrong? I have enabled this in settings.ini and created a directory called "Store" with the LUA in that directory I've even create score.ini in that same directory as the LUA. This is what I get when I launch the server: [19:17:05] LUA: Plugins/Store/Kit.lua:7: attempt to index global 'Lua__cPlugin' (a nil value) [19:17:05] Error in plugin Plugins/Store in file Plugins/Store/Kit.lua RE: Basic Store Plugin - NiLSPACE - 06-14-2013 You did nothing wrong. Its becouse this plugin is outdated. RE: Basic Store Plugin - xoft - 06-14-2013 This plugin is extremely outdated and won't work with current MCServer versions; it needs to be properly updated and maybe altogether revised. RE: Basic Store Plugin - DrkCodeman - 06-14-2013 Aww, and I really wanted a store plugin |